This is for the love2d engine. Works with the latest version. Look at my intro to software project for some examples on how to use this
46 lines
1.7 KiB
Plaintext
46 lines
1.7 KiB
Plaintext
function UpdateThings(items)
|
|
for i=#items,1,-1 do
|
|
if items[i]:LClicked() then
|
|
for g=1,#items[i].funcs do
|
|
items[i].funcs[g]("l",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
elseif items[i]:RClicked() then
|
|
for g=1,#items[i].funcs do
|
|
items[i].funcs[g]("r",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
elseif items[i]:MClicked() then
|
|
for g=1,#items[i].funcs do
|
|
items[i].funcs[g]("m",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
end
|
|
if not(items[i]:LClicked()) and items[i].LRE then
|
|
for g=1,#items[i].funcs2 do
|
|
items[i].funcs2[g]("l",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
elseif not(items[i]:RClicked()) and items[i].RRE then
|
|
for g=1,#items[i].funcs2 do
|
|
items[i].funcs2[g]("r",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
elseif not(items[i]:MClicked()) and items[i].MRE then
|
|
for g=1,#items[i].funcs2 do
|
|
items[i].funcs2[g]("m",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
end
|
|
if items[i]:Hovering() and items[i].HE==false then
|
|
for g=1,#items[i].funcs3 do
|
|
items[i].funcs3[g](items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
elseif not(items[i]:Hovering()) and items[i].HE==true then
|
|
for g=1,#items[i].funcs4 do
|
|
items[i].funcs4[g](items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
elseif items[i]:Hovering() then
|
|
for g=1,#items[i].func9 do
|
|
items[i].func9[g](items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
|
|
end
|
|
end
|
|
for g=1,#items[i].funcs5 do
|
|
items[i].funcs5[g](items[i])
|
|
end
|
|
end
|
|
end |